March 04, 2015
> Do I just set the dependency version to 0.5.0?

Yes that should work.
March 04, 2015
On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote:
> On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote:
>> On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
>>> Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle.
>>
>> Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See:
>> http://dgame-dev.de/?package=Window&module=GLSettings
>
> Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0?

I think that because 0.5.0 is on a branch you will need to tell dub to switch branches. This is done with a '~' in the dependencies line. You also need to run dub upgrade.

Something like this (untested):

---
...
    "sourcePaths":["."],
	"dependencies": {
        "dgame":"~0.5.0"
	},
    "targetType":"executable"
...

$ dub upgraade
$ dub build


Cheers,
stew
March 04, 2015
On Wednesday, 4 March 2015 at 11:56:28 UTC, stewarth wrote:
> On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote:
>> On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote:
>>> On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
>>>> Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle.
>>>
>>> Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See:
>>> http://dgame-dev.de/?package=Window&module=GLSettings
>>
>> Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0?
>
> I think that because 0.5.0 is on a branch you will need to tell dub to switch branches. This is done with a '~' in the dependencies line. You also need to run dub upgrade.
>
> Something like this (untested):
>
> ---
> ...
>     "sourcePaths":["."],
> 	"dependencies": {
>         "dgame":"~0.5.0"
> 	},
>     "targetType":"executable"
> ...
>
> $ dub upgraade
> $ dub build
>
>
> Cheers,
> stew

Sorry, cut-paste noise, the only interesting part is this:

 	"dependencies": {
         "dgame":"~0.5.0"
 	},
March 13, 2015
The most of Dgame is ready, only the tutorials are missing to arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a tutorial?
Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas?

At the end of this month I wanted to participate on "One game a month" (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D.
March 13, 2015
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
> The most of Dgame is ready, only the tutorials are missing to arrive to the release state.
> Is there anything you wanted absolutely in Dgame? A module, a tutorial?
> Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas?
>
> At the end of this month I wanted to participate on "One game a month" (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D.

I think a tutorial on how to do tile map with sprites would be awesome and the one game a month would be a great way to stress test Dgame and find those missing features.

One feature that I think would be useful is a console to help with development and tweak settings at run time.

Thanks for your work on Dgame. I'm going to switch over to the new version and give it a try :)

bye,
amber
March 13, 2015
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
> The most of Dgame is ready, only the tutorials are missing to arrive to the release state.
> Is there anything you wanted absolutely in Dgame? A module, a tutorial?
> Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas?
>
> At the end of this month I wanted to participate on "One game a month" (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D.

Nice work :)

I just tried on Arch Linux x86_64  and it worked out of the box using dub.

Time to upgrade my Dgame projects !!

Thanks,
Stew
March 13, 2015
On Friday, 13 March 2015 at 10:34:50 UTC, amber wrote:
> On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
>> The most of Dgame is ready, only the tutorials are missing to arrive to the release state.
>> Is there anything you wanted absolutely in Dgame? A module, a tutorial?
>> Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas?
>>
>> At the end of this month I wanted to participate on "One game a month" (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D.
>
> I think a tutorial on how to do tile map with sprites would be awesome and the one game a month would be a great way to stress test Dgame and find those missing features.
I think so too.

A TileMap with Sprites is pretty simple:
----
class Tile : Sprite {
    // ... more features
}
----
Each Tile is stored on fixed points on the screen and represent the Tile-Image.

But maybe I will implement the old TileMap implementation again. ;)
Let's see.

> One feature that I think would be useful is a console to help with development and tweak settings at run time.
That's not possible in the near future. ;) Sorry. But an interesting idea.
> Thanks for your work on Dgame. I'm going to switch over to the new version and give it a try :)
Glad to hear that!
> bye,
> amber

March 13, 2015
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
> On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
>> The most of Dgame is ready, only the tutorials are missing to arrive to the release state.
>> Is there anything you wanted absolutely in Dgame? A module, a tutorial?
>> Since I removed the TileMap tutorial I may want to write an replacement how you could easily built one with Sprites. Any further ideas?
>>
>> At the end of this month I wanted to participate on "One game a month" (http://www.onegameamonth.com/). Mainly with C++ but I think it would be a good test for Dgame, if I would programm some games with it. And it could be helpfull to get more attention on D.
>
> Nice work :)
>
> I just tried on Arch Linux x86_64  and it worked out of the box using dub.
>
> Time to upgrade my Dgame projects !!
>
> Thanks,
> Stew

How many do you have?
March 13, 2015
> A TileMap with Sprites is pretty simple:
> ----
> class Tile : Sprite {
>     // ... more features
> }
> ----
> Each Tile is stored on fixed points on the screen and represent the Tile-Image.

Forget to mention: This construct is not as fast as the old implementation which use a VertexBuffer, but it is more dynamic. E.G. if you have a game with destroyable Tiles this approach is much more common and suitable because it is easier and cheaper to nullify an Tile.

See also my last implementation in my unfinished game "Quinn Quadrat":
https://github.com/Dgame/SDL-Game/blob/master/Tile.hpp
https://github.com/Dgame/SDL-Game/blob/master/Tile.cpp
https://github.com/Dgame/SDL-Game/blob/master/TileMap.hpp
https://github.com/Dgame/SDL-Game/blob/master/TileMap.cpp
March 13, 2015
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
> The most of Dgame is ready, only the tutorials are missing to arrive to the release state.
http://dgame-dev.de/?page=tutorial

I've worked the whole day to get them updated. Hopefully I don't missed something.
I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. If someone wants to he can test Dgame extensive. If no complaints are made, I will release the 0.5.0 version next friday.